// SwiftShader Software Renderer | |
// | |
// Copyright(c) 2005-2012 TransGaming Inc. | |
// | |
// All rights reserved. No part of this software may be copied, distributed, transmitted, | |
// transcribed, stored in a retrieval system, translated into any human or computer | |
// language by any means, or disclosed to third parties without the explicit written | |
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
// or implied, including but not limited to any patent rights, are granted to you. | |
// | |
#ifndef sw_VertexRoutine_hpp | |
#define sw_VertexRoutine_hpp | |
#include "Renderer/Color.hpp" | |
#include "Renderer/VertexProcessor.hpp" | |
#include "ShaderCore.hpp" | |
#include "VertexShader.hpp" | |
namespace sw | |
{ | |
class VertexRoutine | |
{ | |
protected: | |
struct Registers | |
{ | |
Registers(const VertexShader *shader) : | |
r(shader && shader->dynamicallyIndexedTemporaries), | |
v(shader && shader->dynamicallyIndexedInput), | |
o(shader && shader->dynamicallyIndexedOutput) | |
{ | |
loopDepth = -1; | |
enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
if(shader && shader->containsBreakInstruction()) | |
{ | |
enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
} | |
if(shader && shader->containsContinueInstruction()) | |
{ | |
enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
} | |
if(shader && shader->containsLeaveInstruction()) | |
{ | |
enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); | |
} | |
} | |
Pointer<Byte> data; | |
Pointer<Byte> constants; | |
Int clipFlags; | |
RegisterArray<16> v; | |
RegisterArray<4096> r; | |
RegisterArray<12> o; | |
Vector4f a0; | |
Array<Int, 4> aL; | |
Vector4f p0; | |
Array<Int, 4> increment; | |
Array<Int, 4> iteration; | |
Int loopDepth; | |
Int stackIndex; // FIXME: Inc/decrement callStack | |
Array<UInt, 4> callStack; | |
Int enableIndex; | |
Array<Int4, 1 + 24> enableStack; | |
Int4 enableBreak; | |
Int4 enableContinue; | |
Int4 enableLeave; | |
}; | |
public: | |
VertexRoutine(const VertexProcessor::State &state, const VertexShader *shader); | |
virtual ~VertexRoutine(); | |
void generate(); | |
Routine *getRoutine(); | |
protected: | |
const VertexProcessor::State &state; | |
const VertexShader *const shader; | |
private: | |
virtual void pipeline(Registers &r) = 0; | |
typedef VertexProcessor::State::Input Stream; | |
Vector4f readStream(Registers &r, Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index); | |
void readInput(Registers &r, UInt &index); | |
void computeClipFlags(Registers &r); | |
void postTransform(Registers &r); | |
void writeCache(Pointer<Byte> &cacheLine, Registers &r); | |
void writeVertex(Pointer<Byte> &vertex, Pointer<Byte> &cacheLine); | |
Routine *routine; | |
}; | |
} | |
#endif // sw_VertexRoutine_hpp |